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[转载发布] DoubleX RMMV State Resistance

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    灌水之王

    发表于 昨天 14:23 | 显示全部楼层 |阅读模式
    Note


            This plugin's available for commercial use


    Purpose


            Lets you set some states to have state removal/turn resistances


    Games using this plugin


            None so far


    Introduction

    Spoiler *      In the default RMMV setting, a state's either added with a fixed x-y  
                             *      remaining turns for all battlers, or not added at all.                
                             *      Also, battlers don't have their own resistance protecting their states
                             *      from being removed                                                    
                             *      With this plugin, you can set some states to have different remaining
                             *      turns on different battlers, and set some battlers to have their own  
                             *      resistance protecting their states from being removed                






    Notetags

    Spoiler *    # Actor/Class/Weapon/Armor/Enemy Notetags:                              
                             *      Equip notetags take the highest priority, followed by class, actor and  
                             *      enemy                                                                 
                             *      1. <operator state resist turn: stateId, turn>                        
                             *         - Assigns turn to the modifiers of the remaining turns of state    
                             *           with stateId when applying the state to the battler              
                             *         - operator can be either =, +, -, *, / or %, meaning set to, add   
                             *           by, subtract by, multiply by, divide by or modulo by respectively
                             *         - All instances of this notetag will be used sequentially          
                             *         - If the final remaining turn's nonpositive, the state won't be    
                             *           added                                                            
                             *         - This notetag won't work for states not having remaining turns    
                             *         - E.g.: <+ state resist turn: 2, 1> means the remaining turns of   
                             *           state with id 2 will be increased by 1                           
                             *      2. <operator state resist step: stateId, step>                        
                             *         - Assigns step to the modifiers of the remaining steps of state    
                             *           with stateId when applying the state to the battler              
                             *         - operator can be either =, +, -, *, / or %, meaning set to, add   
                             *           by, subtract by, multiply by, divide by or modulo by respectively
                             *         - All instances of this notetag will be used sequentially          
                             *         - If the final remaining step's nonpositive, the state won't be    
                             *           added outside battle and will be instantly removed outside battle
                             *         - This notetag won't work for states not having remaining steps    
                             *         - E.g.: <+ state resist step: 2, 1> means the remaining steps of   
                             *           state with id 2 will be increased by 1                           
                             *      3. <operator state resist damage remove: stateId, chance>             
                             *         - Assigns chance to the removal chance% of state with stateId when
                             *           removing the state from the battler due to damaging that battler
                             *         - operator can be either =, +, -, *, / or %, meaning set to, add   
                             *           by, subtract by, multiply by, divide by or modulo by respectively
                             *         - All instances of this notetag will be used sequentially          
                             *         - If the final removal chance's negative, it'll be regarded as 0%  
                             *         - This notetag only works if the state has remove by damage checked
                             *         - E.g.: <= state resist damage remove: 2, 50> means the removal    
                             *           chance of state with id 2 due to damaging the battler will be set
                             *           as 50%                                                           
                             *      4. <operator state resist effect remove: stateId, chance>             
                             *         - Assigns chance to the removal chance% of state with stateId when
                             *           removing the state from the battler due to skill/item effects    
                             *         - operator can be either =, +, -, *, / or %, meaning set to, add   
                             *           by, subtract by, multiply by, divide by or modulo by respectively
                             *         - All instances of this notetag will be used sequentially          
                             *         - If the final removal chance's negative, it'll be regarded as 0%  
                             *         - E.g.: <- state resist effect remove: 2, 50> means the removal    
                             *           chance of state with id 2 due to skill/item effects will be      
                             *           reduced by 50%                                                   
                             *      5. <state resist luk effect remove: stateId>                          
                             *         - Applies the same luk formula for modifying the state rate to the
                             *           removal chance of state with id stateId due to skill/item effects
                             *         - It'll be applied after calculating the final state removal chance
                             *         - E.g.: <state resist effect luk remove: 2> sets the luk formula   
                             *           for modifying the state rate to the removal chance of state with
                             *           id 2 due to skill/item effects                                  






    Plugin Calls

    Spoiler *    # Actor/Class/Weapon/Armor/Enemy manipulations                          
                             *      1. meta.stateResistTurn[stateId]                                      
                             *         - Returns the Array of state turn modifiers turns with their       
                             *           corresponding operators stored in                                
                             *           <operator state resist turn: stateId, turn> in the form of       
                             *           [opeartor, turn] for state with stateId                          
                             *      2. meta.stateResistTurn[stateId] = [[opeartor, turn], ...]            
                             *         - Sets the Array of state turn modifiers turns with their          
                             *           corresponding operators stored in                                
                             *           <operator state resist turn: stateId, turn> in the form of       
                             *           [opeartor, turn] for state with stateId                          
                             *         - All meta.stateResistanceTurn changes can be saved if             
                             *           DoubleX RMMV Dynamic Data is used                                
                             *      3. meta.stateResistStep[stateId]                                      
                             *         - Returns the Array of state step modifiers steps with their       
                             *           corresponding operators stored in                                
                             *           <operator state resist step: stateId, step> in the form of       
                             *           [opeartor, step] for state with stateId                          
                             *      4. meta.stateResistStep[stateId] = [[opeartor, turn], ...]            
                             *         - Sets the Array of state step modifiers steps with their          
                             *           corresponding operators stored in                                
                             *           <operator state resist step: stateId, turn> in the form of       
                             *           [opeartor, step] for state with stateId                          
                             *         - All meta.stateResistanceStep changes can be saved if             
                             *           DoubleX RMMV Dynamic Data is used                                
                             *      5. meta.stateResistDamageRemove[stateId]                              
                             *         - Returns the Array of state removal chance modifiers chance with  
                             *           their corresponding operators stored in                          
                             *           <operator state resist damage eemove: stateId, chance> in the    
                             *           form of [opeartor, chance] for state with stateId being removed  
                             *           due to damaging the battler                                      
                             *      6. meta.stateResistDamageRemove[stateId] = [[opeartor, turn], ...]    
                             *         - Sets the Array of state removal chance modifiers chance with     
                             *           their corresponding operators stored in                          
                             *           <operator state resist damage remove: stateId, chance> in the    
                             *           form of [opeartor, chance] for state with stateId being removed  
                             *           due to damaging the battler                                      
                             *         - All meta.stateResistanceDamageRemove changes can be saved if    
                             *           DoubleX RMMV Dynamic Data is used                                
                             *      7. meta.stateResistEffectRemove[stateId]                              
                             *         - Returns the Array of state removal chance modifiers chance with  
                             *           their corresponding operators stored in                          
                             *           <operator state resist effect remove: stateId, chance> in the    
                             *           form of [opeartor, chance] for state with stateId being removed  
                             *           due to skill/item effects                                        
                             *      8. meta.stateResistEffectRemove[stateId] = [[opeartor, turn], ...]    
                             *         - Sets the Array of state removal chance modifiers chance with     
                             *           their corresponding operators stored in                          
                             *           <operator state resist effect remove: stateId, chance> in the    
                             *           form of [opeartor, chance] for state with stateId being removed  
                             *           due to skill/item effects                                        
                             *         - All meta.stateResistanceEffectRemove changes can be saved if    
                             *           DoubleX RMMV Dynamic Data is used                                
                             *      9. meta.stateResistLukEffectRemove                                    
                             *         - Returns the Array of id of states having the luk formula for     
                             *           modifying the state rate to also be applied to the final state   
                             *           removal chance, stored in                                        
                             *           <state resist luk effect remove: stateId>, in the form of        
                             *           [stateId, stateId, stateId, ...]                                 
                             *      10. meta.stateResistLukEffectRemove = [stateId, stateId, stateId, ...]
                             *          - Sets the Array of id of states having the luk formula for       
                             *            modifying the state rate to also be applied to the final state  
                             *            removal chance, stored in                                        
                             *           <state resist luk effect remove: stateId>, in the form of        
                             *           [stateId, stateId, stateId, ...]                                 
                             *          - All meta.stateResistLukEffectRemove changes can be saved if     
                             *            DoubleX RMMV Dynamic Data is used                              






    Prerequisites


            1. Little Javascript coding proficiency to fully utilize this plugin


    Terms Of Use

    Spoiler *      1. Commercial use's always allowed and crediting me's always optional.
                             *      2. You shall keep this plugin's Plugin Info part's contents intact.   
                             *      3. You shalln't claim that this plugin's written by anyone other than
                             *         DoubleX or my aliases. I always reserve the right to deny you from
                             *         using any of my plugins anymore if you've violated this.           
                             *      4. CC BY 4.0, except those conflicting with any of the above, applies
                             *         to this plugin, unless you've my permissions not needing follow so.
                             *      5. I always reserve the right to deny you from using this plugin      
                             *         anymore if you've violated any of the above.                      






    Changelog

    Spoiler *      v1.00a(GMT 0800 28-5-2016):                                           
                             *      1. 1st version of this plugin finished                               






    Download


    View attachment DoubleX RMMV State Resist v100a.rar


    DoubleX RMMV State Resist


    本贴来自国际rpgmaker官方论坛作者:DoubleX处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/doublex-rmmv-state-resistance.62507/
    天天去同能,天天有童年!
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